示例#1
0
            public FoundWave(WaterWavesSpectrumData spectrum, WaterWave wave)
            {
                this.spectrum = spectrum;
                this.wave     = wave;

                importance = wave.cpuPriority * spectrum.Weight;
            }
示例#2
0
        private void FindCpuWaves()
        {
            if (cpuWaves == null)
            {
                cpuWaves = new WaterWave[4][][];
            }

            for (int i = 0; i < 4; ++i)
            {
                if (cpuWaves[i] == null)
                {
                    cpuWaves[i] = new WaterWave[displayResolutionIndex + 1][];
                }
            }

            int     resolution              = windWaves.FinalResolution;
            int     halfResolution          = resolution >> 1;
            int     cpuMaxWaves             = windWaves.CpuMaxWaves;
            float   cpuWaveThreshold        = windWaves.CpuWaveThreshold;
            Vector4 tileSizeScales          = windWaves.TileSizeScales;
            var     shorelineCandidatesHeap = new Heap <WaterWave>();
            var     importantWaves          = new List <WaterWave> [displayResolutionIndex + 1];

            for (int i = 0; i <= displayResolutionIndex; ++i)
            {
                importantWaves[i] = new List <WaterWave>();
            }

            for (byte scaleIndex = 0; scaleIndex < 4; ++scaleIndex)
            {
                float tileSize = spectrum.TileSize * tileSizeScales[scaleIndex];
                Vector3[,] localValues = spectrumValues[displayResolutionIndex][scaleIndex];
                float frequencyScale = 2.0f * Mathf.PI / tileSize;
                float gravity        = spectrum.Gravity;
                float offsetX        = tileSize + (0.5f / resolution) * tileSize;
                float offsetZ        = -tileSize + (0.5f / resolution) * tileSize;

                for (int x = 0; x < resolution; ++x)
                {
                    float  kx = frequencyScale * (x - halfResolution);
                    ushort u  = (ushort)((x + halfResolution) % resolution);

                    for (int y = 0; y < resolution; ++y)
                    {
                        float  ky = frequencyScale * (y - halfResolution);
                        ushort v  = (ushort)((y + halfResolution) % resolution);

                        Vector3 s           = localValues[u, v];
                        float   amplitude   = Mathf.Sqrt(s.x * s.x + s.y * s.y);
                        float   k           = Mathf.Sqrt(kx * kx + ky * ky);
                        float   w           = Mathf.Sqrt(gravity * k);
                        float   cpuPriority = amplitude;

                        if (cpuPriority < 0)
                        {
                            cpuPriority = -cpuPriority;
                        }

                        totalAmplitude += amplitude;

                        if (amplitude >= cpuWaveThreshold)
                        {
                            int mipIndex = GetMipIndex(Mathf.Max(Mathf.Min(u, resolution - u - 1), Mathf.Min(v, resolution - v - 1)));
                            importantWaves[mipIndex].Add(new WaterWave(scaleIndex, offsetX, offsetZ, u, v, kx, ky, k, w, amplitude, cpuPriority));
                        }

                        if (amplitude > 0.025f)
                        {
                            float shorelinePriority = k / amplitude;                                        // it's used in a max-heap, so this is an inverse of a real priority
                            shorelineCandidatesHeap.Insert(new WaterWave(scaleIndex, offsetX, offsetZ, u, v, kx, ky, k, w, amplitude, shorelinePriority));

                            if (shorelineCandidatesHeap.Count > 200)
                            {
                                shorelineCandidatesHeap.ExtractMax();
                            }
                        }
                    }
                }

                lock (cpuWaves)
                {
                    for (int mipIndex = 0; mipIndex <= displayResolutionIndex; ++mipIndex)
                    {
                        cpuWaves[scaleIndex][mipIndex] = importantWaves[mipIndex].ToArray();

                        importantWaves[mipIndex].Clear();
                        SortCpuWaves(cpuWaves[scaleIndex][mipIndex], false);

                        if (cpuWaves[scaleIndex][mipIndex].Length > windWaves.CpuMaxWaves)
                        {
                            System.Array.Resize(ref cpuWaves[scaleIndex][mipIndex], cpuMaxWaves);
                        }
                    }
                }
            }

            shorelineCandidates = shorelineCandidatesHeap.ToArray();
            System.Array.Sort(shorelineCandidates);
        }